# Conflicts: # .github/workflows/publish.yml # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Clothing/Systems/ChameleonClothingSystem.cs # Content.Client/Fax/UI/FaxWindow.xaml # Content.Client/Ghost/GhostSystem.cs # Content.Client/Holiday/HolidaySystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Lobby/UI/Loadouts/LoadoutWindow.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Mech/MechSystem.cs # Content.Client/Stealth/StealthSystem.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.Server.Database/Migrations/Sqlite/SqliteServerDbContextModelSnapshot.cs # Content.Server/Bed/BedSystem.cs # Content.Server/Body/Systems/BodySystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Cargo/Systems/CargoSystem.Orders.cs # Content.Server/Communications/CommunicationsConsoleComponent.cs # Content.Server/EntityEffects/Effects/AreaReactionEffect.cs # Content.Server/EntityEffects/Effects/MakeSentient.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustPests.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustToxins.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustWeeds.cs # Content.Server/EntityEffects/Effects/PlantMutateGases.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/Power/EntitySystems/PowerNetSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Bed/Components/HealOnBuckleComponent.cs # Content.Shared/Clothing/EntitySystems/ClothingSystem.cs # Content.Shared/EntityEffects/Effects/ExplosionReactionEffect.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Item/ItemToggle/Components/ComponentTogglerComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/Loadouts/RoleLoadout.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/_strings/atmos/plaque-component.ftl # Resources/Locale/en-US/_strings/chat/chat-channel.ftl # Resources/Locale/en-US/_strings/components/screen-component.ftl # Resources/Locale/en-US/_strings/inventory/components/slot-block-component.ftl # Resources/Locale/en-US/_strings/mass-media/news-discord.ftl # Resources/Locale/en-US/_strings/objectives/commands/stripall.ftl # Resources/Locale/en-US/_strings/salvage/job-board.ftl # Resources/Locale/en-US/_strings/ui/spray-painter-window.ftl # Resources/Locale/en-US/_strings/ui/turret-controls.ftl # Resources/Maps/_Sunrise/Station/box.yml # Resources/Prototypes/Access/misc.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Masks/masks.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Markers/Spawners/mobs.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/regalrat.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Player/dragon.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/LootTables/suspicion_loot_table.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/science.yml # Resources/Prototypes/Recipes/Lathes/medical.yml # Resources/Prototypes/SoundCollections/NukeMusic.yml # Resources/ServerInfo/Guidebook/Cargo/Salvage.xml # Resources/Textures/Clothing/Hands/Gloves/KnuckleDusters/brassknuckleduster.rsi/equipped-OUTERCLOTHING-reptilian.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_emergency.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_prisoner.rsi/meta.json # Resources/Textures/Effects/speech.rsi/alien3.png # Resources/Textures/Effects/speech.rsi/alienroyal3.png # Resources/Textures/Effects/speech.rsi/default3.png # Resources/Textures/Effects/speech.rsi/guardian3.png # Resources/Textures/Effects/speech.rsi/holo3.png # Resources/Textures/Effects/speech.rsi/lawyer3.png # Resources/Textures/Effects/speech.rsi/lizard3.png # Resources/Textures/Effects/speech.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Effects/speech.rsi/robot3.png # Resources/Textures/Effects/speech.rsi/slime3.png # Resources/Textures/Effects/speech.rsi/spider3.png # Resources/Textures/Effects/speech.rsi/syndibot3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_f.png # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_m.png # Resources/Textures/Objects/Misc/id_cards.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/external.rsi/emergency_unlit.png # Resources/Textures/Structures/Piping/disposal.rsi/meta.json # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/steel_dirty.png # Resources/migration.yml # runclient-Tools.bat # runclient.bat
133 lines
4.3 KiB
C#
133 lines
4.3 KiB
C#
using Content.Server.Body.Components;
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using Content.Server.Ghost;
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using Content.Server.Humanoid;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Part;
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using Content.Shared.Body.Systems;
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using Content.Shared.Humanoid;
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using Content.Shared.Mind;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.Timing;
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using System.Numerics;
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using Content.Shared.Damage.Components;
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using Robust.Shared.Player;
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namespace Content.Server.Body.Systems;
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public sealed class BodySystem : SharedBodySystem
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{
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[Dependency] private readonly GhostSystem _ghostSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedMindSystem _mindSystem = default!;
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[Dependency] private readonly ISharedPlayerManager _player = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BodyComponent, MoveInputEvent>(OnRelayMoveInput);
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SubscribeLocalEvent<BodyComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
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}
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private void OnRelayMoveInput(Entity<BodyComponent> ent, ref MoveInputEvent args)
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{
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// If they haven't actually moved then ignore it.
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if ((args.Entity.Comp.HeldMoveButtons &
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(MoveButtons.Down | MoveButtons.Left | MoveButtons.Up | MoveButtons.Right)) == 0x0)
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{
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return;
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}
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if (_mobState.IsDead(ent) && _mindSystem.TryGetMind(ent, out var mindId, out var mind) && _player.TryGetSessionById(mind.UserId, out var session)) // Sunrise-Edit
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{
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mind.TimeOfDeath ??= _gameTiming.RealTime;
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_ghostSystem.OpenAcceptEui(mindId, session); // Sunrise-Edit
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}
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}
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private void OnApplyMetabolicMultiplier(
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Entity<BodyComponent> ent,
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ref ApplyMetabolicMultiplierEvent args)
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{
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foreach (var organ in GetBodyOrgans(ent, ent))
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{
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RaiseLocalEvent(organ.Id, ref args);
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}
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}
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protected override void AddPart(
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Entity<BodyComponent?> bodyEnt,
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Entity<BodyPartComponent> partEnt,
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string slotId)
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{
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// TODO: Predict this probably.
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base.AddPart(bodyEnt, partEnt, slotId);
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var layer = partEnt.Comp.ToHumanoidLayers();
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if (layer != null)
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{
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var layers = HumanoidVisualLayersExtension.Sublayers(layer.Value);
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_humanoidSystem.SetLayersVisibility(bodyEnt.Owner, layers, visible: true);
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}
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}
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protected override void RemovePart(
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Entity<BodyComponent?> bodyEnt,
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Entity<BodyPartComponent> partEnt,
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string slotId)
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{
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base.RemovePart(bodyEnt, partEnt, slotId);
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if (!TryComp<HumanoidAppearanceComponent>(bodyEnt, out var humanoid))
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return;
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var layer = partEnt.Comp.ToHumanoidLayers();
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if (layer is null)
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return;
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var layers = HumanoidVisualLayersExtension.Sublayers(layer.Value);
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_humanoidSystem.SetLayersVisibility((bodyEnt, humanoid), layers, visible: false);
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}
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public override HashSet<EntityUid> GibBody(
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EntityUid bodyId,
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bool gibOrgans = false,
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BodyComponent? body = null,
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bool launchGibs = true,
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Vector2? splatDirection = null,
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float splatModifier = 1,
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Angle splatCone = default,
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SoundSpecifier? gibSoundOverride = null
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)
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{
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if (!Resolve(bodyId, ref body, logMissing: false)
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|| TerminatingOrDeleted(bodyId)
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|| EntityManager.IsQueuedForDeletion(bodyId))
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{
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return new HashSet<EntityUid>();
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}
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if (HasComp<GodmodeComponent>(bodyId))
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return new HashSet<EntityUid>();
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var xform = Transform(bodyId);
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if (xform.MapUid is null)
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return new HashSet<EntityUid>();
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var gibs = base.GibBody(bodyId, gibOrgans, body, launchGibs: launchGibs,
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splatDirection: splatDirection, splatModifier: splatModifier, splatCone:splatCone);
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var ev = new BeingGibbedEvent(gibs);
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RaiseLocalEvent(bodyId, ref ev);
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QueueDel(bodyId);
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return gibs;
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}
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}
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